// Emacs style mode select	 -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION:
//		Rendering main loop and setup functions,
//		 utility functions (BSP, geometry, trigonometry).
//		See tables.c, too.
//
//-----------------------------------------------------------------------------


static const char rcsid[] = "$Id: r_main.c,v 1.5 1997/02/03 22:45:12 b1 Exp $";


#include <stdlib.h>
#include <math.h>


#include "doomdef.h"
#include "d_net.h"

#include "m_bbox.h"

#include "r_local.h"
#include "r_sky.h"





// Fineangles in the SCREENWIDTH wide window.
#define FIELDOFVIEW				2048



int						viewangleoffset;

// increment every time a check is made
int						validcount = 1;


lighttable_t*			fixedcolormap;
extern lighttable_t**	walllights;

int						centerx;
int						centery;

fixed_t					centerxfrac;
fixed_t					centeryfrac;
fixed_t					projection;

// just for profiling purposes
int						framecount;

int						sscount;
int						linecount;
int						loopcount;

fixed_t					viewx;
fixed_t					viewy;
fixed_t					viewz;

angle_t					viewangle;

fixed_t					viewcos;
fixed_t					viewsin;

player_t*				viewplayer;

// 0 = high, 1 = low
int						detailshift;

//
// precalculated math tables
//
angle_t					clipangle;

// The viewangletox[viewangle + FINEANGLES/4] lookup
// maps the visible view angles to screen X coordinates,
// flattening the arc to a flat projection plane.
// There will be many angles mapped to the same X.
int						viewangletox[FINEANGLES/2];

// The xtoviewangleangle[] table maps a screen pixel
// to the lowest viewangle that maps back to x ranges
// from clipangle to -clipangle.
angle_t					xtoviewangle[SCREENWIDTH+1];


// UNUSED.
// The finetangentgent[angle+FINEANGLES/4] table
// holds the fixed_t tangent values for view angles,
// ranging from MININT to 0 to MAXINT.
// fixed_t				finetangent[FINEANGLES/2];

// fixed_t				finesine[5*FINEANGLES/4];
fixed_t*				finecosine = &finesine[FINEANGLES/4];


lighttable_t*			scalelight[LIGHTLEVELS][MAXLIGHTSCALE];
lighttable_t*			scalelightfixed[MAXLIGHTSCALE];
lighttable_t*			zlight[LIGHTLEVELS][MAXLIGHTZ];

// bumped light from gun blasts
int						extralight;



void (*colfunc) (void);
void (*basecolfunc) (void);
void (*fuzzcolfunc) (void);
void (*transcolfunc) (void);
void (*spanfunc) (void);



//
// R_AddPointToBox
// Expand a given bbox
// so that it encloses a given point.
//
void
R_AddPointToBox
( int			x,
  int			y,
  fixed_t*		box )
{
    if (x< box[BOXLEFT])
        box[BOXLEFT] = x;
    if (x> box[BOXRIGHT])
        box[BOXRIGHT] = x;
    if (y< box[BOXBOTTOM])
        box[BOXBOTTOM] = y;
    if (y> box[BOXTOP])
        box[BOXTOP] = y;
}


//
// R_PointOnSide
// Traverse BSP (sub) tree,
//	check point against partition plane.
// Returns side 0 (front) or 1 (back).
//
int
R_PointOnSide
( fixed_t		x,
  fixed_t		y,
  node_t*		node )
{
    fixed_t		dx;
    fixed_t		dy;
    fixed_t		left;
    fixed_t		right;

    if (!node->dx)
    {
        if (x <= node->x)
            return node->dy > 0;

        return node->dy < 0;
    }
    if (!node->dy)
    {
        if (y <= node->y)
            return node->dx < 0;

        return node->dx > 0;
    }

    dx = (x - node->x);
    dy = (y - node->y);

    // Try to quickly decide by looking at sign bits.
    if ( (node->dy ^ node->dx ^ dx ^ dy)&0x80000000 )
    {
        if	( (node->dy ^ dx) & 0x80000000 )
        {
            // (left is negative)
            return 1;
        }
        return 0;
    }

    left = FixedMul ( node->dy>>FRACBITS , dx );
    right = FixedMul ( dy , node->dx>>FRACBITS );

    if (right < left)
    {
        // front side
        return 0;
    }
    // back side
    return 1;
}


int
R_PointOnSegSide
( fixed_t		x,
  fixed_t		y,
  seg_t*		line )
{
    fixed_t		lx;
    fixed_t		ly;
    fixed_t		ldx;
    fixed_t		ldy;
    fixed_t		dx;
    fixed_t		dy;
    fixed_t		left;
    fixed_t		right;

    lx = line->v1->x;
    ly = line->v1->y;

    ldx = line->v2->x - lx;
    ldy = line->v2->y - ly;

    if (!ldx)
    {
        if (x <= lx)
            return ldy > 0;

        return ldy < 0;
    }
    if (!ldy)
    {
        if (y <= ly)
            return ldx < 0;

        return ldx > 0;
    }

    dx = (x - lx);
    dy = (y - ly);

    // Try to quickly decide by looking at sign bits.
    if ( (ldy ^ ldx ^ dx ^ dy)&0x80000000 )
    {
        if	( (ldy ^ dx) & 0x80000000 )
        {
            // (left is negative)
            return 1;
        }
        return 0;
    }

    left = FixedMul ( ldy>>FRACBITS , dx );
    right = FixedMul ( dy , ldx>>FRACBITS );

    if (right < left)
    {
        // front side
        return 0;
    }
    // back side
    return 1;
}


//
// R_PointToAngle
// To get a global angle from cartesian coordinates,
//	the coordinates are flipped until they are in
//	the first octant of the coordinate system, then
//	the y (<=x) is scaled and divided by x to get a
//	tangent (slope) value which is looked up in the
//	tantoangle[] table.

//




angle_t
R_PointToAngle
( fixed_t		x,
  fixed_t		y )
{
    x -= viewx;
    y -= viewy;

    if ( (!x) && (!y) )
        return 0;

    if (x>= 0)
    {
        // x >=0
        if (y>= 0)
        {
            // y>= 0

            if (x>y)
            {
                // octant 0
                return tantoangle[ SlopeDiv(y,x)];
            }
            else
            {
                // octant 1
                return ANG90-1-tantoangle[ SlopeDiv(x,y)];
            }
        }
        else
        {
            // y<0
            y = -y;

            if (x>y)
            {
                // octant 8
                return -tantoangle[SlopeDiv(y,x)];
            }
            else
            {
                // octant 7
                return ANG270+tantoangle[ SlopeDiv(x,y)];
            }
        }
    }
    else
    {
        // x<0
        x = -x;

        if (y>= 0)
        {
            // y>= 0
            if (x>y)
            {
                // octant 3
                return ANG180-1-tantoangle[ SlopeDiv(y,x)];
            }
            else
            {
                // octant 2
                return ANG90+ tantoangle[ SlopeDiv(x,y)];
            }
        }
        else
        {
            // y<0
            y = -y;

            if (x>y)
            {
                // octant 4
                return ANG180+tantoangle[ SlopeDiv(y,x)];
            }
            else
            {
                // octant 5
                return ANG270-1-tantoangle[ SlopeDiv(x,y)];
            }
        }
    }
    return 0;
}


angle_t
R_PointToAngle2
( fixed_t		x1,
  fixed_t		y1,
  fixed_t		x2,
  fixed_t		y2 )
{
    viewx = x1;
    viewy = y1;

    return R_PointToAngle (x2, y2);
}


fixed_t
R_PointToDist
( fixed_t		x,
  fixed_t		y )
{
    int			angle;
    fixed_t		dx;
    fixed_t		dy;
    fixed_t		temp;
    fixed_t		dist;

    dx = abs(x - viewx);
    dy = abs(y - viewy);

    if (dy>dx)
    {
        temp = dx;
        dx = dy;
        dy = temp;
    }

    angle = (tantoangle[ FixedDiv(dy,dx)>>DBITS ]+ANG90) >> ANGLETOFINESHIFT;

    // use as cosine
    dist = FixedDiv (dx, finesine[angle] );

    return dist;
}




//
// R_InitPointToAngle
//
void R_InitPointToAngle (void)
{
    // UNUSED - now getting from tables.c
#if 0
    int i;
    long		t;
    float		f;
//
// slope (tangent) to angle lookup
//
    for (i=0 ; i<=SLOPERANGE ; i++)
    {
        f = atan( (float)i/SLOPERANGE )/(3.141592657*2);
        t = 0xffffffff*f;
        tantoangle[i] = t;
    }
#endif
}


//
// R_ScaleFromGlobalAngle
// Returns the texture mapping scale
//	for the current line (horizontal span)
//	at the given angle.
// rw_distance must be calculated first.
//
fixed_t R_ScaleFromGlobalAngle (angle_t visangle)
{
    fixed_t				scale;
    int					anglea;
    int					angleb;
    int					sinea;
    int					sineb;
    fixed_t				num;
    int					den;

    // UNUSED
#if 0
    {
        fixed_t				dist;
        fixed_t				z;
        fixed_t				sinv;
        fixed_t				cosv;

        sinv = finesine[(visangle-rw_normalangle)>>ANGLETOFINESHIFT];
        dist = FixedDiv (rw_distance, sinv);
        cosv = finecosine[(viewangle-visangle)>>ANGLETOFINESHIFT];
        z = abs(FixedMul (dist, cosv));
        scale = FixedDiv(projection, z);
        return scale;
    }
#endif

    anglea = ANG90 + (visangle-viewangle);
    angleb = ANG90 + (visangle-rw_normalangle);

    // both sines are allways positive
    sinea = finesine[anglea>>ANGLETOFINESHIFT];
    sineb = finesine[angleb>>ANGLETOFINESHIFT];
    num = FixedMul(projection,sineb)<<detailshift;
    den = FixedMul(rw_distance,sinea);

    if (den > num>>16)
    {
        scale = FixedDiv (num, den);

        if (scale > 64*FRACUNIT)
            scale = 64*FRACUNIT;
        else if (scale < 256)
            scale = 256;
    }
    else
        scale = 64*FRACUNIT;

    return scale;
}



//
// R_InitTables
//
void R_InitTables (void)
{
    // UNUSED: now getting from tables.c
#if 0
    int			i;
    float		a;
    float		fv;
    int			t;

    // viewangle tangent table
    for (i=0 ; i<FINEANGLES/2 ; i++)
    {
        a = (i-FINEANGLES/4+0.5)*PI*2/FINEANGLES;
        fv = FRACUNIT*tan (a);
        t = fv;
        finetangent[i] = t;
    }

    // finesine table
    for (i=0 ; i<5*FINEANGLES/4 ; i++)
    {
        // OPTIMIZE: mirror...
        a = (i+0.5)*PI*2/FINEANGLES;
        t = FRACUNIT*sin (a);
        finesine[i] = t;
    }
#endif

}



//
// R_InitTextureMapping
//
void R_InitTextureMapping (void)
{
    int					i;
    int					x;
    int					t;
    fixed_t				focallength;

    // Use tangent table to generate viewangletox:
    //	viewangletox will give the next greatest x
    //	after the view angle.
    //
    // Calc focallength
    //	so FIELDOFVIEW angles covers SCREENWIDTH.
    focallength = FixedDiv (centerxfrac,
                            finetangent[FINEANGLES/4+FIELDOFVIEW/2] );

    for (i=0 ; i<FINEANGLES/2 ; i++)
    {
        if (finetangent[i] > FRACUNIT*2)
            t = -1;
        else if (finetangent[i] < -FRACUNIT*2)
            t = viewwidth+1;
        else
        {
            t = FixedMul (finetangent[i], focallength);
            t = (centerxfrac - t+FRACUNIT-1)>>FRACBITS;

            if (t < -1)
                t = -1;
            else if (t>viewwidth+1)
                t = viewwidth+1;
        }
        viewangletox[i] = t;
    }

    // Scan viewangletox[] to generate xtoviewangle[]:
    //	xtoviewangle will give the smallest view angle
    //	that maps to x.
    for (x=0; x<=viewwidth; x++)
    {
        i = 0;
        while (viewangletox[i]>x)
            i++;
        xtoviewangle[x] = (i<<ANGLETOFINESHIFT)-ANG90;
    }

    // Take out the fencepost cases from viewangletox.
    for (i=0 ; i<FINEANGLES/2 ; i++)
    {
        t = FixedMul (finetangent[i], focallength);
        t = centerx - t;

        if (viewangletox[i] == -1)
            viewangletox[i] = 0;
        else if (viewangletox[i] == viewwidth+1)
            viewangletox[i]	 = viewwidth;
    }

    clipangle = xtoviewangle[0];
}



//
// R_InitLightTables
// Only inits the zlight table,
//	because the scalelight table changes with view size.
//
#define DISTMAP			2

void R_InitLightTables (void)
{
    int			i;
    int			j;
    int			level;
    int			startmap;
    int			scale;

    // Calculate the light levels to use
    //	for each level / distance combination.
    for (i=0 ; i< LIGHTLEVELS ; i++)
    {
        startmap = ((LIGHTLEVELS-1-i)*2)*NUMCOLORMAPS/LIGHTLEVELS;
        for (j=0 ; j<MAXLIGHTZ ; j++)
        {
            scale = FixedDiv ((SCREENWIDTH/2*FRACUNIT), (j+1)<<LIGHTZSHIFT);
            scale >>= LIGHTSCALESHIFT;
            level = startmap - scale/DISTMAP;

            if (level < 0)
                level = 0;

            if (level >= NUMCOLORMAPS)
                level = NUMCOLORMAPS-1;

            zlight[i][j] = colormaps + level*256;
        }
    }
}



//
// R_SetViewSize
// Do not really change anything here,
//	because it might be in the middle of a refresh.
// The change will take effect next refresh.
//
boolean			setsizeneeded;
int				setblocks;
int				setdetail;


void
R_SetViewSize
( int			blocks,
  int			detail )
{
    setsizeneeded = true;
    setblocks = blocks;
    setdetail = detail;
}


//
// R_ExecuteSetViewSize
//
void R_ExecuteSetViewSize (void)
{
    fixed_t		cosadj;
    fixed_t		dy;
    int			i;
    int			j;
    int			level;
    int			startmap;

    setsizeneeded = false;

    if (setblocks == 11)
    {
        scaledviewwidth = SCREENWIDTH;
        viewheight = SCREENHEIGHT;
    }
    else
    {
        scaledviewwidth = setblocks*32;
        viewheight = (setblocks*168/10)&~7;
    }

    detailshift = setdetail;
    viewwidth = scaledviewwidth>>detailshift;

    centery = viewheight/2;
    centerx = viewwidth/2;
    centerxfrac = centerx<<FRACBITS;
    centeryfrac = centery<<FRACBITS;
    projection = centerxfrac;

    if (!detailshift)
    {
        colfunc = basecolfunc = R_DrawColumn;
        fuzzcolfunc = R_DrawFuzzColumn;
        transcolfunc = R_DrawTranslatedColumn;
        spanfunc = R_DrawSpan;
    }
    else
    {
        colfunc = basecolfunc = R_DrawColumnLow;
        fuzzcolfunc = R_DrawFuzzColumn;
        transcolfunc = R_DrawTranslatedColumn;
        spanfunc = R_DrawSpanLow;
    }

    R_InitBuffer (scaledviewwidth, viewheight);

    R_InitTextureMapping ();

    // psprite scales
    pspritescale = FRACUNIT*viewwidth/SCREENWIDTH;
    pspriteiscale = FRACUNIT*SCREENWIDTH/viewwidth;

    // thing clipping
    for (i=0 ; i<viewwidth ; i++)
        screenheightarray[i] = viewheight;

    // planes
    for (i=0 ; i<viewheight ; i++)
    {
        dy = ((i-viewheight/2)<<FRACBITS)+FRACUNIT/2;
        dy = abs(dy);
        yslope[i] = FixedDiv ( (viewwidth<<detailshift)/2*FRACUNIT, dy);
    }

    for (i=0 ; i<viewwidth ; i++)
    {
        cosadj = abs(finecosine[xtoviewangle[i]>>ANGLETOFINESHIFT]);
        distscale[i] = FixedDiv (FRACUNIT,cosadj);
    }

    // Calculate the light levels to use
    //	for each level / scale combination.
    for (i=0 ; i< LIGHTLEVELS ; i++)
    {
        startmap = ((LIGHTLEVELS-1-i)*2)*NUMCOLORMAPS/LIGHTLEVELS;
        for (j=0 ; j<MAXLIGHTSCALE ; j++)
        {
            level = startmap - j*SCREENWIDTH/(viewwidth<<detailshift)/DISTMAP;

            if (level < 0)
                level = 0;

            if (level >= NUMCOLORMAPS)
                level = NUMCOLORMAPS-1;

            scalelight[i][j] = colormaps + level*256;
        }
    }
}



//
// R_Init
//
extern int		detailLevel;
extern int		screenblocks;



void R_Init (void)
{
    R_InitData ();
    printf ("\nR_InitData");
    R_InitPointToAngle ();
    printf ("\nR_InitPointToAngle");
    R_InitTables ();
    // viewwidth / viewheight / detailLevel are set by the defaults
    printf ("\nR_InitTables");

    R_SetViewSize (screenblocks, detailLevel);
    R_InitPlanes ();
    printf ("\nR_InitPlanes");
    R_InitLightTables ();
    printf ("\nR_InitLightTables");
    R_InitSkyMap ();
    printf ("\nR_InitSkyMap");
    R_InitTranslationTables ();
    printf ("\nR_InitTranslationsTables");

    framecount = 0;
}


//
// R_PointInSubsector
//
subsector_t*
R_PointInSubsector
( fixed_t		x,
  fixed_t		y )
{
    node_t*		node;
    int			side;
    int			nodenum;

    // single subsector is a special case
    if (!numnodes)
        return subsectors;

    nodenum = numnodes-1;

    while (! (nodenum & NF_SUBSECTOR) )
    {
        node = &nodes[nodenum];
        side = R_PointOnSide (x, y, node);
        nodenum = node->children[side];
    }

    return &subsectors[nodenum & ~NF_SUBSECTOR];
}



//
// R_SetupFrame
//
void R_SetupFrame (player_t* player)
{
    int			i;

    viewplayer = player;
    viewx = player->mo->x;
    viewy = player->mo->y;
    viewangle = player->mo->angle + viewangleoffset;
    extralight = player->extralight;

    viewz = player->viewz;

    viewsin = finesine[viewangle>>ANGLETOFINESHIFT];
    viewcos = finecosine[viewangle>>ANGLETOFINESHIFT];

    sscount = 0;

    if (player->fixedcolormap)
    {
        fixedcolormap =
            colormaps
            + player->fixedcolormap*256*sizeof(lighttable_t);

        walllights = scalelightfixed;

        for (i=0 ; i<MAXLIGHTSCALE ; i++)
            scalelightfixed[i] = fixedcolormap;
    }
    else
        fixedcolormap = 0;

    framecount++;
    validcount++;
}



//
// R_RenderView
//
void R_RenderPlayerView (player_t* player)
{
    R_SetupFrame (player);

    // Clear buffers.
    R_ClearClipSegs ();
    R_ClearDrawSegs ();
    R_ClearPlanes ();
    R_ClearSprites ();

    // check for new console commands.
    NetUpdate ();

    // The head node is the last node output.
    R_RenderBSPNode (numnodes-1);

    // Check for new console commands.
    NetUpdate ();

    R_DrawPlanes ();

    // Check for new console commands.
    NetUpdate ();

    R_DrawMasked ();

    // Check for new console commands.
    NetUpdate ();
}
